Epic Zen Garden is a beautiful graphical environment showcasing the power of iOS 8, developed by Epic Games with Unreal Engine 4. Tap to navigate this interactive oasis brimming unmatched detail on mobile. Swipe back and forth across the entire Sakura tree to make thousands of cherry blossoms swirl in the air, graze the koi pond to summon leagues of fish, and rake the sand with your finger to create subtle designs. Touch the well to bring throngs of butterflies out of hiding. Access Unreal Engine 4 at www.unrealengine.com to build your own games and apps!

In our 21-year quest to bring the most realistic 3D graphics to gamers, NVIDIA has introduced a number of innovations. With its hardware transform and lighting engine, NVIDIA’s GeForce 256 ushered in the era of the GPU in 1999, bringing T&L support to consumer graphics for the first time. In late 2006 with the G80 GPU and the GeForce 8800 GTX graphics board, CUDA and the formalization of GPGPU computing as we know it today was first brought to the world. More recently, in 2010 we launched the GeForce GTX 480—our first GPU built using the Fermi graphics architecture. GeForce GTX 480 incorporated fifteen parallel tessellation units, enabling dramatic speedups in geometry processing compared to prior GPUs. With great strides in architectural efficiency, Kepler GPUs delivered significantly improved performance and power efficiency when introduced in 2012. Earlier this year we launched the GeForce GTX 750 Ti, our first GPU from the Maxwell architectural family. Maxwell GPUs were designed from the ground up for extreme power efficiency and exceptional performance per watt consumed. In many DX11 applications, the GTX 750 Ti is capable of matching or even beating the performance of our once flagship GeForce GTX 480, while consuming only a fourth the power. Thanks to its remarkable power efficiency, our first generation Maxwell GPUs were ideal for use in power-limited environments like notebooks and small form factor PCs, in addition to mainstream desktops. NVIDIA’s latest GPU, GM204, is the first to use the full realization of our 10th generation GPU architecture, Maxwell. Our design goals for GM204 were to deliver:  Extraordinary Gaming Performance for the Latest Displays  Incredible Energy Efficiency  Dramatic Leap Forward In Lighting With VXGI Extraordinary Gaming Performance for the Latest Displays

The new GeForce Game Ready driver, release 344.11 WHQL, allows GeForce owners to continue to have the ultimate gaming experience. This driver is aligned with today’s launch of the world’s most advanced GPUs—the GeForce GTX 980 and GTX 970. With support for NVIDIA G-SYNC Surround displays, gaming has never been more realistic and immersive. In addition, this Game Ready WHQL driver ensures you'll have the best possible gaming experience for the latest new blockbuster titles including Borderlands: The Pre-Sequel, The Evil Within, F1 2014, and Alien: Isolation.

Fixed a bug that prevented the "sync to vblank" setting from being honored for EGL applications.

Fixed a bug that could cause some OpenGL programs to encounter out of memory during a mode switch.

Fixed a bug that prevented the NVIDIA OpenGL driver from honoring the __GL_SHADER_DISK_CACHE_PATH environment variable.

Fixed a bug that caused disabled displays to be implicitly included in the target selection for some queries and assignments on the nvidia-settings command line interface, in the absence of any explicit target selection.

Added a new attribute to the NV-CONTROL API to query the current utilization of the video decode engine.

Fixed a bug where the Exchange Stereo Eyes setting in nvidia-settings didn't work in certain stereo configurations.

Worked around a Unigine Heaven 3.0 shader bug which could cause corruption when tessellation is enabled by implementing an application profile that uses the "GLIgnoreGLSLExtReqs" setting. See the documentation for the __GL_IGNORE_GLSL_EXT_REQS environment variable for more details.

Fixed a memory leak when destroying EGL surfaces.

Added support for multiple simultaneous EGL displays.

Removed support for G8x, G9x, and GT2xx GPUs, and motherboard chipsets based on them. Ongoing support for new Linux kernels and X servers, as well as fixes for critical bugs, will be included in 340.* legacy releases through the end of 2019.

Volume rendering and Subsurface Scattering are available on GPU, Volume and Glossy sampling was improved, new Ashikhmin-Shirley distribution for Glossy and Anisotropic BSDFs, memory usage during rendering was lowered, OSL updated to version 1.5.

OpenCL™ 2.0: Support for latest OpenCL standard version 2.0 with shared virtual memory. Start now and write your first OpenCL 2.0 code on your current development platform, simply by using the new OpenCL 2.0 development environment that is installed with the SDK.

Greater development experience: The SDK provides everything you need to build, debug, and analyze OpenCL application. This release not only adds OpenCL 2.0 and SPIR 1.2 development support, but also adds new preview features for debugging and analyzing applications

This article showed how to extract surfaces from a function represented by a grid as a polygon mesh that you can then render. Combined with previous articles in this series, that lets you visualize surfaces of simulated fluids. This article also showed how to parallelize that isosurface extraction routine. Although the routine’s outputs for a given input cell do not appear to depend on those of other cells, there is a subtle dependency on where to write the output. To solve this question, I wrapped the output vertex buffer with a lightweight, thread-safe, linear pool allocator, thereby avoiding race conditions between threads, keeping the vertex buffer usage relatively balanced across threads and the synchronization overhead manageable. You can tune the tradeoff between balancing thread usage of the buffer and synchronization overhead by changing the block size.

The AMD APP SDK v2.9.1 includes samples for OpenCL™ as well as accelerated libraries such as the Open Source C++ template library called “Bolt” and the latest OpenCL™ accelerated OpenCV (Open Computer Vision) library. APP SDK 2.9.1 now enables Linux users who need to install with non-root permission allowing users of IT managed and server systems to develop for the powerful compute capabilities of AMD APUs and GPU. This release supports Catalyst 14.4 driver. Read the Getting Started Guide for more details. Please give it a try and provide us with feedback.

CUDA 6.5 adds a number of features and improvements to the CUDA platform, including support for CUDA Fortran in developer tools, user-defined callback functions in cuFFT, new occupancy calculator APIs, and more.